Havoc 3D

I started working on this ray casting engine in September 2011, using C++98 with SDL 1.2. I worked on it sporadically until March 2012, when I discontinued the project due to performance issues. In October 2024, while searching through one of my old hard drives for a project, I came across the March 2012 build of the engine and, after playing it for a few minutes, decided I didn't want that effort to go to waste. I updated the codebase to C++17 and SDL 2.0 and was able to resolve the performance issues to a satisfactory level.